Fallout 4

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DrSPH

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  1. DrSPH
    DrSPH
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    Due to a certain YouTuber (Hi Oxhorn) bringing the "empty cave" glitch to my attention after I thought it was solved by any combination of the solutions in the description, I've re-visited this mod to re-do the optimisation of the interior using roombounds instead of pre-vis/pre-com' (as it should be for interior cells).

    Update to Version 2 for these changes for either the original cave or the compatible cave.

    Also:
    For the completionists amongst you, there are 11 notes in total; not including the terminal.

    2 notes are in containers (both are not obvious).

    3 notes are pinned to something (2 walls and one fridge), these may be knocked loose and be found on the floor.

    The rest are scattered about the cave and tell the story of the cave's inhabitants in addition to the messages on the terminal.

    And while I'm here:

    If you can't find the safe, it's not inside the cave.

    For the original version, it's in the settlement's garage, just to the left of the workshop. If you have built in there, it may be hidden.

    For the "compatible" version, it's now next to the door that you entered the cave through.

    Thanks.
  2. SKYY2K
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    WHERE IS THE KEY?
    1. streetyson
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      Did you miss the bit in the description that says raider Vinz has it, or saying he doesn't, or that he's missing?

      I'm just browsing for possible mods to add so can't answer. My only comment is the description's bit about not being able to build on the garage floor is wrong - but maybe it was fixed by UFO4P or a game version update.
    2. streetyson
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      Removed duplicate. [Nexus - yet another duplicate auto-generated after saying error and something about not finding siblings.]
    3. DrSPH
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      Hello. Thanks for giving this a go in 2022.

      As streetyson mentioned: Vinz, the added raider, should have it. 
      If he's already gone, or you can't find his body, use the console to unlock the door (open the console, click on the door, type "unlock", press enter). It won't affect the rest of the mod.

      If you mean for the safe, that key should be on the main boss character "Dana" (IIRC). Again, if lost you can unlock with the console.

      Sorry for the late reply, I don't check in here very often.
    4. DrSPH
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      Thank you Streetyson for being quicker to answer than I.
  3. LABTECH
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    Great idea, the only question is can you do a compatible version (or is this compatible) with the rebuild mod's that make the cottage into a usable home.
    http://www.nexusmods.com/fallout4/mods/10297/?

    There is also another rebuild of the site, this one has a far nicer interior and I think with a compatibility patch for your mod it would make it my choice.
    http://www.nexusmods.com/fallout4/mods/18312/?

    Now in the real world there are conspiracy theory's about the US having vast network's of underground artificial cavern's and deep underground military bases but of course there are no such structures in the fallout universe, only vault's and small bunker's which leave's a very large opening, there were attempt's to created some pretty stunning underground world's such as Fallout NV's A world of Pain mod which not only added a huge subterranean complex and also several separate smaller one's but also offered a new adventure and way to travel around the New Vegas wasteland (though with limited entry and exit point's), it consisted of an underground town with a population and quest's, some abandoned underground location's over run by ghouls', raider's and other nasty's and even tied in a new radio station (part of the quest line), by building there mod mainly underground they could do pretty much anything they wanted without fear of clashing with other mod's and so it was very large and ranged from claustrophobic tunnel's to to large cavern's and utilized exit's into some of that earlier game's more numerous abandoned vault's. Giant rad ant nest and other location's (what did Bethesda do with the giant ant's? - there was a quest in fallout 3 were you could choose to aid a mad scientist who was trying to shrink the giant ant's back to there normal size with the reward of gaining a genetic enhancement in the form of Ant Might or Ant Sight which boosted strength and perception respectively so maybe by the time of the Lone Survivor his work has actually born fruit, hence no more giant ant's).

    I look forward to your future version's, especially IF you decide to make a compatible version so I am downloading in order to add an endorsement.
    1. DrSPH
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      Thanks.
      Unsure on compatibility with those mods. Sadly, I don't have the luxury of time to check every mod myself. However, a few points:
      I can see that the first of those leaves the original hole available; as evidenced by the Mirelurks crawling out from under the house. Depending on what he/she has done under there, my door should be accessible.

      The second mod doesn't show a picture from a good angle to tell if the hole is still there, and does state that they have flattened the ground... if this involves filling in that hole then my door will be underground and you won't be able to access it normally.

      Vinz the keymaster shouldn't have any problems with those mods.

      And lastly, the floor I've added to the garage may clip with what they have added to their restored garages. Unless their floors are at the exact same level as my floor you shouldn't notice any texture flickering issues you'll just see one or the other floor. Using "disable" in the console will allow you to remove mine if you want to keep their floor visible.

      If I get a chance I'll have a look at those mods, but no promises on when that might be.
      If you already have one of those mods installed there's no harm in trying mine. I would place their mod after mine in your load order as they are likely to have done more work on visibility/navmeshes/lod etc. Wouldn't want my mod to overwrite any changes they have made.

      Report back if you do try one or other of them out.

      Thanks for the endorsement.
    2. DrSPH
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      Hello LABTECH.

      I've had a chance to look at those mods and I've found that they all fill in the hole. (I can't test the one by Quaz30 as I don't have Far Harbour)

      You can access the cave by using the "tcl" console command, and access to the cave is the only problem between these mods.

      See the Description for a more in-depth explanation of the compatibility.
    3. DrSPH
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      Good News, Labtech. I have added a compatible version; see the "optional files" area.
      It moves the entrance, raider, and safe outside the settlement so it is fully compatible with all "rebuild" mods of Coastal Cottage.
  4. hunter007
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    Hey I loaded this up and don't any mods that change the area but it still glitched out really really bad. Constant falling, visual glitches and other issues. No idea why. The guy out the front was fine just the interior cell
    1. DrSPH
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      Oh, I'm sorry about that.
      I've only seen that kind of thing once, during testing, where I didn't have the correct archives.

      Do you have both of the .BA2 files together with the plugin file in your data folder?

      You're the first to mention this, so I don't think the mod is broken.
      Maybe try installing manually (assuming you installed through NMM, it may have messed up).
    2. iFallout69
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      Same thing is happening for me :/
    3. DrSPH
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      OK then. Not a lot to go on there.
      I will assume that you have checked for the .BA2 files and tried reinstalling manually, and it is still glitched out.

      I have added another download option, labelled "version 0.9". This is the full mod (and the version that the PS4 is using), but from before I generated the pre-combination archive files.

      Check in (the updated) description for information about how this will be different and what to do if you cannot get version 1.0 working.

      Thank you for the feedback and sorry it's not worked on the first try.
  5. Dividus
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    Great idea but how does it lagg like in other exterior cells when this is a quite small interior one?
    1. DrSPH
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      It's just that I've crammed in many many items. There's a lot more detail in this interior than any you will find in the vanilla game.